Published Sep 3, 2026, 11:50 AM EDT Star Wars Zero Company kicks off towards the end of The Clone Wars, a period that is well explored in the Star Wars series. However, it isn't often that we start a story in the weeks leading up to the rise of the Empire, and then end shortly after it, putting the game's story in an interesting place indeed. With cycles passing between missions, and even a major timeskip in the main story, you'd be forgiven for feeling a little lost by the time the game wraps up. You might be wondering what the ending of Star Wars Zero Company means for both its cast of characters and the Star Wars timeline as a whole. Here is everything you need to know about the ending of Star Wars Zero Company. What Happens To Fathom And The Coil? We see what happens to the Coil during Star Wars Zero Company's final mission: The Infinite Coil. By the time you start The Infinite Coil, the Galactic Empire is into its first year of existence. Without the Republic there to bankroll you anymore, you and Zero Company go in alone, looking to take down Fathom and the Coil cult for good. During the events of The Infinite Coil, our two main antagonists are killed: first Typhon, and then Fathom. And I mean killed - it doesn't look like they're getting back up anytime soon. Once Fathom is dead, anyone under the effect of the Coil's strange infection is cured - including Hawks. The peculiar markings fade from their skin, and their minds are no longer being influenced or controlled. We can safely assume that this means the Coil will completely fall apart overnight, as we see the survivors that were closest to Fathom have no interest in the cult anymore. What Happens To Hawks And The Zero Company Squad? As we mentioned above, Hawks is no longer infected by the Coil, so there's no concern there. They are in complete control of their faculties. Better yet, the Zero Company crew is mostly back together. After a year with the Empire, Bennic feels remorseful and defects to Zero Company. In the epilogue, we see him resume his previous position at the holotable, only this time in civilian clothing. With Fathom defeated, Zero Company are back in business. The story sees Hawks open up and feel less apathetic about the galaxy around them - more willing to stand up and be a hero. In the epilogue, they say that they will find a "lucrative career messing with the Empire", so it sounds like Hawks will be looking for ways to stand up to the bad guys - and make some credits along the way. Of course, Zero Company are still fugitives who resisted Order 66. If Tel-Rea is still alive, you're also harbouring a Jedi. Tel will continue to be hunted, but is still working with Zero Company, putting her powers to good use. In any case, it sounds like Zero Company are positioning themselves to be mercs with a heart of gold - still in it to make money, but resisting the Empire wherever they can. Where Do The Other Star Wars Games Fit Into Zero Company? Star Wars Zero Company takes place from 19 BBY to 18 BBY. BBY stands for "Before the Battle of Yavin", which essentially means before the Rebellion took down the Death Star. So, the game ends 18 years before A New Hope. Looking at the games, this means that Star Wars Zero Company ends four years before the start of Star Wars Jedi: Fallen Order. This makes sense, as in Zero Company, we meet the Second Sister, Trilla Suduri. In turn, that means Zero Company ends about nine years before Star Wars Jedi: Survivor. As for another recent Star Wars release: Star Wars Outlaws takes place about 21 years after the end of Zero Company. What Could A Star Wars Zero Company Sequel Explore? We already know that developer Bit Reactor is interested in making another Star Wars game. Given how well Zero Company is performing, it is reasonable to expect a sequel, or perhaps even an expansion to the base game to tide us over. The ending of Zero Company sets up a sequel very nicely. The crew are all back together, and end the game looking for their next gig. Hawks has been established as a leader who wants to both make credits and do what's right, which sets them up to go against another big bad sometime later. As previously mentioned, there are still four years before the game would have to account for events in other Star Wars media like Fallen Order. That's plenty of breathing room. Plus, Zero Company can be put up against antagonists that slip under other factions' radars, as we saw with the Coil. The only problem here is how a sequel would account for the fact that you can play the game with permadeath. While I would love to get more story content for operators like Trick and Cly, they can die during the events of the game. Bit Reactor could just decide that, in the actual canon, all of the main characters live, and have them appear in sequels and expansions anyway. Or, we could get a whole new crew, with the rest of the gang - if alive - off doing their own thing. Either way, Zero Company is a great jumping-off point for a sequel. Less so an expansion, I would argue, given the aforementioned problem with permadeath. If there are any major post-launch updates, I think an infinite mode where we can keep playing out different missions is more realistic. Released August 27, 2026 Developer(s) Bit Reactor Publisher(s) EA Franchise Star Wars PC Release Date August 27, 2026 Genre(s) Turn-Based Strategy, Tactical, Sci-Fi
Complete Breakdown Of Star Wars Zero Company's Ending
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